MIR TACTICAL STRIKEBALL AIRSOFT RULES SET SOP

General Rule Set Overview-

  • Airsoft weapons must be transported in proper gun bags or cases

  • Participants under 18 years of age are require a full face protection

  • Barrel covers are required at all times while in the safe are

  • “Safety on, mags out” in the safe area

  • No blind firing

  • No physical contact of any type

  • No arguing

  • No foul language

  • Do not displace props or obstacles, unless instructed otherwise

  • Respect the property

  • Be aware of vehicles

  • Call your hits. “When in doubt, call it out”

  • Air operated systems must have the ability to be tournament locked

  • Dead rags are required, and must be RED. It is also recommended to have a RED dead light as well for low light areas

 

Overall Gameplay Points Awarded-

  • Each side will have specific objectives that will be distributed by commanders and combat controllers the day of the event

  • Points are earned for partial and total completion of an objective within the allotted time

  • Points can also be earned by holding specific control points for a duration of time

  • Alternative and supplementary objective/fragos will be added to the gameplay sporadically during the gameplay, which will also aid in point accumulation

  • Points will be tallied at the end of the event/day to determine the winner of the event

 

Safety-

  • NO FIRING (includes dry fire) in any zone designated a NO SHOOT ZONE, SAFE ZONE, or STAGING AREA

  • While inside no fire zones you are expected to have your magazine out of your gun, safety on, and have a barrel blocker/cover on your gun

  • NO BLIND FIRING. You must be able to see your target while you are shooting at them

  • NO SLAT SHOOTING. You must be at least 10 feet away to shoot through a slot smaller than your face, but if larger than your face you may shoot through it

  • Out of concern of fires and bodily harm, only approved pyrotechnics will be allowed at all of our events. NO HOMEMADE PYROTECHNCIS ARE ALLOWED UNDER ANY CIRCUMSTANCE. If you are found with homemade pyrotechnics, you will immediately be ejected from the game and banned from any and all future MiR Tactical Events

 

Safety Kills-

  • No Safety Kills **This rule may be modified for the safety of the players

 

Grenades/Rockets/Smoke-

  • All grenades must detonate to eliminate player within 10ft radius

  • Simulated airstrikes, mortar strikes, and shoulder fired rockets have a 30ft kill radius

  • Shoulder launched missiles and grenade launchers are the only way to disable a vehicle unless all participants in vehicle are “dead” by bb fire(must use foam rockets-no exceptions)

  • Thunder B’s, XL Burst and any other sound grenade DOES count as a kill even if there are no BB’s projected from the grenade

  • No modified grenades, homemade explosives, blank firing devices, or explosive TAG rounds are allowed

  • Only approved pyrotechnics are allowed at MiR Tactical events. If you have any questions on what the approved pyrotechnics are, please email the store

  • If a BB fly’s more than 10ft after a grenade detonates, YOU ARE STILL CONSIDERED HIT, and should treat it as such

  • If you don’t see or have questions about a grenade device you don’t see on the rule set, please bring it up during registration. The sport is always improving with new devices are always coming out. We can cover those questions during the safety brief and all players will be aware of new devices being approved and or not approved.

 

Weapon/Magazine Restrictions-

  • Magazine restrictions will be used for all events

  • Players may only have up to 1400 rounds of ammunition on them at all times. The exception is for LMGs and HMGs, one box mag and three box mags.

  • LMG/HMG (Machine Guns) are allowed two full box mag and no additional rounds. MG examples are as follows; M240 SAW, M249, MG36, STONER 96, G&G CM16 LMG, Krytac LMG, PKM, M60, MG42, M61 Vulcan Gatling Gun, PKP, and RPK.

  • M27 is not considered MG, If you have specific questions about classifications please contact MiR Tactical

  • Snipers may carry a secondary rifle as long as it is within normal FPS/Joule limits

  • Semi-auto with exemptions for MGs.

  • NO FULL AUTO INDOORS, semi-auto only

  • Even if you’re MG has a selector switch to go from full auto to semi-auto, you are not allowed to engage indoors. You must abide by rifleman rules.

Hit details-

  • To avoid any confusion, everything except a gun-in-hand will be considered a player hit. This means that a BB hitting bags, hats, rags, shemaghs, boots, strips of clothing hanging off of you, FRIENDLY FIRE etc. will count as a “HIT”. Any holstered or slung weapon being hit will also count as a “HIT” on the player

  • If your weapon is hit at any point it becomes disabled and you can no longer use your weapon. Player must drawer secondary or go back to respawn in order to have the primary weapon back in the game.

  • Immediately after being hit:

    • You are to YELL “HIT!” If you do not yell “HIT” loud enough, you have the possibility of get shot repeatedly, SO MAKE IT KNOWN YOU ARE HIT

    • Deploy a dead rag by waving it around high in the air, and place on your head or in an extremely visible location on yourself

    • FRIENDLY FIRE COUNTS!

    • BBs that go through bushes, trees, (soft cover) etc. and hit your gear or person still count as a hit

    • Ricochets do not count as hits

    • If you are hit you are to move out the line of fire. Get out of the way so you are no longer being hit.

*Certain games will have modified medic rules. In some cases, they will not be the same for both teams. See official game post for specific medic rules

**You must provide your own medic ace bandage wrap. Ace wrap must be full length and not cut or altered, Milsim Style tourniquets are allowed for Medic Bandages.

 

How to use medics-

  • The first “hit” a player receives, any player may medic another player, with their own ace type bandage.

  • If hit a second time a dedicated medic may be used to revive a player. Each team will receive a limited amount of bandages for the dedicated medic to use.

  • The medic will wrap ace bandage around the wounded player’s arm or leg. Not chest, gun, neck etc.

  • Bandages must be cleanly wrapped and not tied off on an injured player. If the player is revived and the medic poorly wrapped the bandage. Injured player maybe asked to sit down from a game admin. Game admin will instruct player on their in-game condition. (IE bandage didn’t apply enough pressure on wound and have lost to much blood, etc.)

  • The medic may not have a gun in hand while healing a wounded player

  • You can never heal yourself

Bleed Out Rule-

  • Once you are hit, you must wait a minimum of 5 minutes in the spot where you are hit before you can return to spawn.

    • EXCEPTION- If you are hit in a doorway, in the way of a major player movement, or have knowledge of a major player movement about to happen, you may move out of the way A SHORT DISTANCE to avoid being over-shot, hurt, or a hindrance to the players

  • Players can be dragged to cover by teammates. You do not need to be dragged if you choose not to, you can be moved by a teammate if they have a hand on you ONLY. If at any point they break contact with the wounded player, the player must stop and remain in place

  • Players can only be revived twice per life. On the first hit, you can be revived by any player (you may go back to respawn after 5-minute bleed out). When hit the second time you must have a dedicated medic or member of faction leadership (Squad Leader or above) revive you (5-minute bleed out still applies). When hit for the third time you must wait your 5-minute bleed out period. Once 5 minutes pass you may now head back to your respawn location.

  • Do not hide behind “dead” players

 

Uniform Requirements-

  • Uniform rules are different for each game. Check the official game post for specific requirements.

    • Uniforms must match the color of your side

    • Any jackets or cold weather clothing must match the color of your side

    • Headgear must match the color of your side (we will make an exception if there is inclement weather)

    • Gear color does not matter

    • COR: Green

    • UAE: Tan

    • RAM: Civilian

    • IF YOU DO NOT HAVE THE CORRECT UNIFORM/THE COLOR DOES NOT MATCH YOUR SIDE, YOU WILL NOT BE ALLOWED TO PLAY UNTIL YOU CAN PRODUCE THE CORRECT UNIFORM. NO EXCEPTIONS!





Goggles and Gear-

  • ONLY ANSI 87.1 rated goggles will be allowed in the field. Goggle must also be full-seal. It is recommended to use a full face mask or paintball mask, but it is not required for players over the age of 18

  • Players under the age of 18 MUST wear full face protection..

  • Teeth protection is also a recommendation, but not required for players over 18

  • No safety glasses, mesh goggles, or shooting glasses are allowed

    • EXCEPTION- M-Frames are allowed, but you must have a helo-kit for them. You may not remove any of the rubber on the kit, or else it is not considered full seal

FPS GUIDELINES-

*Different venues will have different FPS/Joule limits

  • Rifleman Class-

    • 1.49 joules

  • SMG Class-* Specific events

    • 1.00 joules

  • LMG/HMG Class-

    • 1.49 joules

  • Sniper Class-

    • 2.81 joules

  • DMR Class-

    • 1.88 joules

  • ALL AIRSOFT GUNS ARE CHRONOED WITH .32 GRAM BB’S

  • Air operated systems must have the ability to be tournament locked

  • All weapons need to be chrono graphed before entering the field. Each gun will be tagged with high visibility tags that are not to be removed during the event/weekend

  • All players with a chrono graphed weapon will be held responsible for any FPS discrepancies during the event/game. Organizer reserve the right to randomly select any individual and spot check any gun on the field at any time during the event/game. Violations will be dealt with SEVERELY.

  • Some fields are classified as CQC Fields. CQC fields have a maximum limit of 1.14 Joules w/ .32g BB’s

  • You are responsible for knowing the FPS of your weapon. If you show up to an event/game and your gun shoots to hot, you will not be able to use that gun on the field. NO EXCEPTIONS.

    • VELOCITY REDUCERS ARE NOT ALLOWED AT MiR TACTICAL INC. EVENTS

 

Player Conduct-

  • Play with honor and integrity. Strikeball (Airsoft) depends on sportsmanship so CALL YOUR HITS.

  • Dead players do not talk or gesture. Call for a medic, nothing more.

  • Respect the environment. It is an amazing opportunity to play at the places we do, so please clean up after yourself and do your best to police the trash on your area before leaving. Trashcans are there for a reason!

  • Animals cannot shoot back, so leave them alone. You will be immediately ejected from the game if you are found abusing the wildlife!!!!

  • Foul language will not be tolerated. Not everyone thinks swearing is cool: please keep it at a minimum and to yourself

  • Physical contact between players with an aggressive manner will not be tolerated under any circumstance! Players involved in any physical aggressions will be expelled, suspended, or turned in to the proper authorities.

  • Please be kind to one another. Even though you are not on the same team, always be ready to help. It’s the little things in this game that counts.

  • Players caught stealing will also be turned over to the proper authorities AND blacklisted from any future MiR Tactical Inc. events. It does not matter if it was BB’s or an airsoft gun, this will not be tolerated

 

Blind-man Rule-

  • If at any point during the gameplay you hear the word “BLINDMAN”, that means there is a REAL WORLD situation. Upon hearing “BLINDMAN”, you will do the following-

    • YELL “BLINDMAN” so everyone else around you hears it

    • Put your gun on safety

    • Wait for the referee’s instructions

    • DO NOT REMOVE YOUR GOGGLES!

  • “BLINDMAN” may only be called if there is a real world issue that is endangering another player or players.  

    • Please do not call blind-man if a player has his goggles off. Just remind the player that he needs to put them back on. ONLY refrain to using “BLINDMAN” during a “real-world” situation

  • During a Blindman situation DO NOT call 911, get the event staff to the scene of the incident. The quicker the event staff get on site the quicker we can get proper emergency personnel the scene.

 

Communication Interception-

  • Frequency scanning is not allowed unless specified by the mission (see official game post for details).

  • Players caught scanning frequencies will be expelled from the field and a warning will be given to the affiliated team

 

Vehicles-

  • Any vehicles must be approved for use by MiR Tactical Staff prior to the event

  • All occupants of the vehicles must always wear helmets while on the field of play

  • Vehicles are limited to 10 mph at all time

  • Drivers of any vehicles must be over the age of 18

  • Vehicle Insurance is required and additional regulations may be required as well

  • Players are not allowed to enter or exit moving vehicles

  • Players must respect the vehicle blind spot to avoid potential injuries

  • Vehicles are considered disabled only when hit once with rocket and a second rocket hit destroy the vehicle and kill all players inside.

  • AT NO TIMES should any grenade be thrown into the turret or in a window of a vehicle.

  • DO NOT SHOOT THE DRIVERS CABIN. Players other than the driver are susceptible to normal BB fire and normal rules for player

  • Vehicles must have the two rear windows down all the way. Front Windows are to stay in an upward position (windows maybe cracked for airflow).

  • Players inside vehicle are only allowed to fire from fully open widows and/or turret.

  • Once all players in the passenger row of the vehicle are hit from gun fire, vehicle is considered disabled and must wait the repair/bleed out time. If vehicle doesn’t get destroyed by a rocket it can come back into gameplay after the repair time.

  • Destroyed vehicles will turn on their hazard lights/raise a red flag to signal they have been destroyed

    • After being hit, the vehicle must remain in that spot for 10 minutes.

    • After the repair time/bleed out period, you may return to your team’s base

    • You can carry back other “dead” players to your main base

    • The respawn time for vehicles is 10 minutes, unless otherwise destroyed by opposing players during that respawn time.

  • Players inside a vehicle must still look down the site of their weapon in order to fire their weapon. (no blind firing)

 

Unmanned Aerial Vehicles and Land Devices-

  • Any aerial or unmanned vehicles must be approved by staff prior to the event

  • No gas powered devices are allowed

  • Players may not shoot, touch, or displace the devices unless directed by staff

 

Player Roles-

  • Riflemen/Squad Leader-

    • Are only allowed to fire on Semi Auto only

    • For riflemen there is not a minimum engagement distance, or Safety kill.

    • Mid-caps only, no restriction on how many you can carry at one time

    • You may reload only at your factions designated FOB

    • May only carry three grenades at one time. (this does not include smoke)

    • Smoke grenades have no restriction on how many you can carry. Smoke grenade is NOT allowed to be used indoors at any time.

  • Medic

    • Medic can only be a riflemen or SMG class

    • Can medic as many players until they run out of bandages

    • Medic will need to resupply medical supplies from the FOB

    • FOB will only be able to give out so much medical supplies during a period.

  • SMG

    • SMG class will not be available at every event. Watch the official game posting to see if SMG will be available for the event.

    • SMG are the only class allowed to use full auto indoors. They are chronographed at much lower joule rate than other classes for safety of all players involved.

    • SMG are not allowed to carry any other primary weapon, they are only allowed the SMG and a pistol.

    • SMG are only allowed to carry three grenades at one time (this does not include smoke)

  • MG Support Gunner-

    • Following weapons are approved for MG role; M240 SAW, M249, MG36, STONER 96, G&G CM16 LMG, Krytac LMG, PKM, M60, MG42, M61 Vulcan Gatling Gun, PKP, and RPK.

    • (M27 is NOT a MG) If you have specific questions about classifications please contact MiR Tactical

    • MG may not engage indoors. Meaning if you are standing inside a building and you see the enemy down the hallway within the same building. That hallway is considered “closed air” and may not fire your rounds at the enemy within the “closed air”.

    • MG may fire out of a building into “open air”. That meaning the barrel of the weapon must cross the plain of a window or door and fire it’s rounds outside. Example would be if the enemy is approaching a building the MG is holding the MG may then fire on those targets as long as they are on the outside and they are further away than 10ft from the MG.  

    • MG are allowed two box mags full and no additional rounds.

    • MG will need to return to the FOB or TOC depending on the event to reload.

    • If you’d like to engage within a building, you may carry a secondary rifle, PDW or pistol. That secondary weapon must meet all the requirements for the riflemen role.

    • MG are only allowed to carry three grenades at one time. (this does not include smoke)

    • Smoke grenades have no restriction on how many you can carry. Smoke grenade is NOT allowed to be used indoors at any time.

  • DMR/Designated Marksmen

    • Unlike sniper rifles, DMRs are always semi-automatic replica rifles, typically have a larger magazine capacity and are fitted with a bipod and optic. Preferable to have a replica that holds a 7.62 sized magazine. Includes the HK417, SR-25, G3, M14 EBR, Mk 12 SPR, M16A4, and SVD.

    • 50ft minimum engagement distance

    • Semi auto only

    • Must carry a sidearm of a pistol or PDW

    • Mid-caps only, no restriction on how many you can carry at one time

    • You may reload only at your factions designated FOB

    • DMR are only to carry three grenades at one time. (this does not include smoke)

    • Smoke grenades have no restriction on how many you can carry. Smoke grenade is NOT allowed to be used indoors at any time.

  • Sniper-

    • A long range, precision replica rifle with a bolt action, telescopic sight

    • 100ft minimum engagement distance

    • Must carry a sidearm of a pistol or PDW

    • Mid-caps only, no restriction on how many you can carry at one time

    • You may reload only at your factions designated FOB

    • Snipers are only allowed to carry three grenades at one time. (this does not include smoke)

    • Smoke grenades have no restriction on how many you can carry. Smoke grenade is NOT allowed to be used indoors at any time.

  • Grenadier/Anti-Tank-

    • All the same requirements as a rifleman, Grenadier is the only player allowed to carry a rocket launch or artillery. (Artillery must be approved by MiR staff before use and have Event Staff within kill zone to confirm kills)

    • All rocket launchers need to be seen and approved by Event Staff prior to use.

    • Rocket Launchers are only allowed to be used on vehicles only, and need event staff to designate the shots kill radius

    • Grenadiers are allowed to carry as many grenades are they like.  

    • Mid-caps only, no restriction on how many you can carry at one time

    • You may reload only at your factions designated FOB

    • Smoke grenades have no restriction on how many you can carry. Smoke grenade is NOT allowed to be used indoors at any time.

 

  • Combat Photographer-

    • More information to come on this new role!!!!

    • Non combatant

    • Must wear blue helmet or hat

    • Photographer are allowed to use all the same medic rules

 

UAE Uniforms (Tan Based)

  • ACU/ABU
  • Multicam
  • Multicam Arid
  • Inland Taipan
  • Mantis
  • Desert Marpat/AOR1
  • Tan/Khaki/Brown (Solid Color)
  • 3 Color Desert
  • 6 Color Desert
  • Kryptek Highlander
  • Kryptek Banshee
  • Kryptek Inferno
  • A-TACS AU

COR Uniforms (Green Based)

  • Woodland
  • Caiman
  • Ranger Green/ Olive Drab
  • Multicam Tropic
  • Woodland Marpat/AOR2
  • Triger Stripe
  • Desert Night Camo
  • Kryptek Mandrake
  • CADPAT
  • Flecktarn
  • A-TACS FG

RAM (Civilian Clothing)

  • Denim (blue jeans)
  • Shirts (Top must have a design on it nothing of solid color)
  • NO RED ANYTHING!!

TBD (Black/Grey/White)
Grey

  • Black
  • Multicam Black
  • Multicam Alpine
  • Snow Raptor
  • Kryptek Typhon
  • Kryptek Raid


Not Allowed:

  • Kryptek Altitude
  • Kryptek Neptune
  • Project Honor